Author |
Thread Statistics | Show CCP posts - 4 post(s) |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.07.31 01:31:00 -
[1]
Originally by: Era Mercatrix Excellent change! Nos/drone boats were ruining pvp, and curses being able to solo almost any non-passive tanked ship was definitely unbalanced.
Great work ccp! 
As a curse pilot - I have to agree. Curse's were FAR overpowered. In a curse, you could take on any ship 1v1 without a second thought. They were basically Vagabonds with drones and 30km Nos. Or they were cerbs depending on how you set em up. You could tank almost as much dps as a pre nerf passive tanked drake so that aspect is not going to change.
They were great fun ships to have, but sadly all good things must end. --
Billion Isk Mission |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2007.07.31 12:48:00 -
[2]
Capboosters + Neuts = the New Nos. --
Billion Isk Mission |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2007.07.31 18:23:00 -
[3]
Neuts are the new nos, and nos is the anti-neut by the looks of things. Of course, cap boosters etc help both sides.
I think its a very intresting change. --
Billion Isk Mission |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2007.07.31 22:18:00 -
[4]
Originally by: Asterixm thanks a lot ccp i just finished heavy assault ship lvl5,
now i can't fly sacrilege because i have 0 sp in missile
great job
Since you had the patience to train up HAC 5 - I am sure you have the patience to spent a week or two training up missiles. A weeks worth of missile skills is surprisingly quite effective. Perhaps a month for pimp missiles skills + t2 HAM's.
Either way, do you really fly that Sac's? The only people I know that fly sacs do so because they are either doing pve or they want a cheap zealot.  --
Billion Isk Mission |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2007.07.31 22:21:00 -
[5]
Originally by: Long Fang
So all in all i now need another 5-7 mill SP to make my ships effective again
No you dont. You only need, 400-500k Missile skills for t2 hams + supporting skills to be effective. Missiles are very easy to train, unlike gunnery. I know - I have both  --
Billion Isk Mission |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2007.07.31 22:31:00 -
[6]
Originally by: Long Fang
Originally by: Lord WarATron
Originally by: Long Fang
So all in all i now need another 5-7 mill SP to make my ships effective again
No you dont. You only need, 400-500k Missile skills for t2 hams + supporting skills to be effective. Missiles are very easy to train, unlike gunnery. I know - I have both 
500k in missiles vs my 10mill in gunnery, yeah thats gonna be the same
Yep. 500k sp to be effective with Missiles vs 5mil+ Gunnery to be effective with *Lasers*. It really is that easy.
Missiles are fine for close range stuff. At long range (e.g 100km+) missiles are useless, and thats where your 10mil+ gunnery skills kick in. Apples and oranges.
I too have pimp gunnery skills, and pimp missile skills - it really is a shock for Amarr pilots when they relise how easy it is to train for missiles. --
Billion Isk Mission |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2007.08.01 06:59:00 -
[7]
Originally by: Long Fang
Originally by: Lord WarATron
Originally by: Long Fang
Originally by: Lord WarATron
Originally by: Long Fang
So all in all i now need another 5-7 mill SP to make my ships effective again
No you dont. You only need, 400-500k Missile skills for t2 hams + supporting skills to be effective. Missiles are very easy to train, unlike gunnery. I know - I have both 
500k in missiles vs my 10mill in gunnery, yeah thats gonna be the same
Yep. 500k sp to be effective with Missiles vs 5mil+ Gunnery to be effective with *Lasers*. It really is that easy.
Missiles are fine for close range stuff. At long range (e.g 100km+) missiles are useless, and thats where your 10mil+ gunnery skills kick in. Apples and oranges.
I too have pimp gunnery skills, and pimp missile skills - it really is a shock for Amarr pilots when they relise how easy it is to train for missiles.
HAM 5 on its own is 768,000 skill points. and that doesn't take into account
standard missiles rockets rocket spec ham spec missile lancher op missile bombardment rapid launch target navigation projection warhead upgrades
400k sp eh.....
ok.. done the math, i'm gonna need a further 3,194,039 sp to make theses changes 'wrk' guess i won't train bs 5 then
I have already said that you need only around 400-500k sp for t2 Hams to be effective. This is just the supporting skills for the weapon. I am not talking about pimp supporting skills all at lvl5, nor I am taling about including the t2 ham or rocket skills etc.
Further up the thread, I mentioned that it would take a month for t2 hams and the supporting skills, however my post to you was not clearly worded, so for this I apologise.
The supporting skills for HAM's to be effective (and not pimp - remember, this is minimum)
Rapid Launch 4 Missile Operation 4 Missile Projection 4 Missile Bombardment 4 Standard Missle launcher 3 (so you can train HAMS) Warhead Upgrades 4
Thats pretty much the minimum you need to be effective, as well as whichever missile type added in top (e.g rockets or whatever). Ideally, you would train the above to lvl5 to qualify for pimp missile skills status. Once you have these skills, you can train up for t2 hams or t2 rockets (Rockets 5 is a rank 1 skill). Remember - you can train up t2 missiles in any order so you dont need to train them all!
Also note that I missed out target Navigation prediction and Guided Missile. These skills do not effect Hams or rackets.
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